User prompt
ensure all monster types use their asset instead of tinting
User prompt
make purple moster use monster_shadow asset I just created
User prompt
make fast monster use monster_fast asset
User prompt
✅ Attach unique monster asset per type in Monster class
User prompt
make each monster use its own asset
User prompt
they are still not appearing
User prompt
please make other variations of mobs appear
User prompt
make all monster assets show on map
User prompt
I cant see other monsters fix that
User prompt
other variations are not showing fix that and make them show
User prompt
do not combine them into a single object give them their own asset
User prompt
combine monsters with their specific assets
User prompt
combine monsters with theirs assets
User prompt
give each monster and timer bar different asset
User prompt
if you dont shoot a moster in 5 seconds they will turn red and vibrate after 2 more seconds they will explode and will take your 5 seconds
User prompt
decrease it to 1.2x faster each stage and add 2 more variations.
User prompt
when stage goes up make the timer go down 1.5x faster and make the mosters go 1.5x faster
User prompt
remove progress bar and add 2 more variation
User prompt
there will be a screen duration on right top. and under screen duration there will be 5 stages: Very easy, easy, medium, hard, very hard. every 20 seconds it will go harder and harder
User prompt
there will be a screen time on right top. and under screen time there will be 5 stages: Very easy, easy, medium, hard, very hard. very easy will be between times of 0:00-0:15. easy; 0:15:0:45. medium; 0:45-1:30. hard; 1:30-2:30. very hard; 2:30-end of the game. do not touch timer
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'stageTexts[i].style.fill = i === currentStageIndex ? "#fff" : "#aaa";' Line Number: 363
User prompt
there will be a screen time on right top. and under time there will be 5 stages: Very easy, easy, medium, hard, very hard. very easy will be between times of 0:00-0:15. easy; 0:15:0:45. medium; 0:45-1:30. hard; 1:30-2:30. very hard; 2:30-end of the game.
User prompt
let the timer go back to its place. instead put screen time on there
User prompt
Timer will stay normal. I said add normal time that goes up like normal. dont touch timer
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
// Monster type: "normal", "fast", "slow", "giant", "tiny", "shadow", "jumbo"
self.type = "normal";
// Attach monster asset (default, will be replaced in setType)
var monsterSprite = null;
// Monster type/asset mapping as a single object for easier management
var monsterTypeAssets = {
normal: {
asset: "monster_normal"
},
fast: {
asset: "monster_fast"
},
slow: {
asset: "monster_slow"
},
giant: {
asset: "monster_giant"
},
tiny: {
asset: "monster_tiny"
},
shadow: {
asset: "monster_shadow"
},
jumbo: {
asset: "monster_jumbo"
}
};
function attachMonsterSprite(type) {
if (monsterSprite) {
monsterSprite.destroy();
}
var assetId = monsterTypeAssets[type] ? monsterTypeAssets[type].asset : "monster_normal";
monsterSprite = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
}
attachMonsterSprite(self.type);
// Color by type after setType is called
self.updateTypeVisual = function () {
// No-op: asset is now set by attachMonsterSprite. Only hit effect uses color.
};
var _oldSetType = self.setType;
self.setType = function (type) {
attachMonsterSprite(type);
self.updateTypeVisual();
};
// Movement speed (pixels per tick)
self.speed = 0;
// Store base speed for stage scaling
self.speedBase = 0;
// Movement direction (radians)
self.direction = 0;
// Is monster alive
self.alive = true;
// Set monster type and speed
self.setType = function (type) {
self.type = type;
if (type === "fast") {
// Fast monsters: 5-8 px/tick
self.speed = 5 + Math.random() * 3;
} else if (type === "slow") {
// Slow monsters: 1-2.5 px/tick
self.speed = 1 + Math.random() * 1.5;
} else if (type === "giant") {
// Giant monsters: 1-2 px/tick (slow, big)
self.speed = 1 + Math.random();
} else if (type === "tiny") {
// Tiny monsters: 7 + Math.random() * 4;
self.speed = 7 + Math.random() * 4;
} else if (type === "shadow") {
// Shadow monsters: 9-12 px/tick (very fast, small)
self.speed = 9 + Math.random() * 3;
} else if (type === "jumbo") {
// Jumbo monsters: 0.7-1.2 px/tick (very slow, very big)
self.speed = 0.7 + Math.random() * 0.5;
} else {
// Normal monsters: 2-6 px/tick
self.speed = 2 + Math.random() * 4;
}
// Store base speed and apply stage multiplier
self.speedBase = self.speed;
var speedMultiplier = Math.pow(1.2, typeof stage !== "undefined" ? stage : 0);
self.speed = self.speedBase * speedMultiplier;
};
// Set random movement
self.setRandomMovement = function () {
// Randomly assign type
var r = Math.random();
if (r < 0.14) {
self.setType("fast");
} else if (r < 0.28) {
self.setType("slow");
} else if (r < 0.42) {
self.setType("giant");
} else if (r < 0.56) {
self.setType("tiny");
} else if (r < 0.70) {
self.setType("shadow");
} else if (r < 0.84) {
self.setType("jumbo");
} else {
self.setType("normal");
}
// Direction: 0-2PI
self.direction = Math.random() * Math.PI * 2;
};
// Monster state for explosion logic
self.timeSinceSpawn = 0;
self.state = "normal"; // "normal", "red", "vibrating", "exploded"
self.vibrateDir = 1;
self.vibrateTick = 0;
// Move monster
self.update = function () {
if (!self.alive) return;
// Track time since spawn
if (typeof self.timeSinceSpawn !== "number") self.timeSinceSpawn = 0;
self.timeSinceSpawn += 1 / 60;
// Handle state transitions
if (self.state === "normal" && self.timeSinceSpawn >= 5) {
// Turn red
self.state = "red";
monsterSprite.tint = 0xff2222;
// Optionally: flash or pulse
tween(monsterSprite, {
alpha: 0.5
}, {
duration: 150,
yoyo: true,
repeat: 2,
onFinish: function onFinish() {
monsterSprite.alpha = 1;
}
});
}
if (self.state === "red" && self.timeSinceSpawn >= 7) {
// Start vibrating
self.state = "vibrating";
self.vibrateTick = 0;
}
if (self.state === "vibrating") {
// Vibrate effect: shake X/Y
self.vibrateTick++;
var shake = 8 + Math.random() * 4;
if (self.vibrateTick % 2 === 0) {
monsterSprite.x = shake * (Math.random() > 0.5 ? 1 : -1);
monsterSprite.y = shake * (Math.random() > 0.5 ? 1 : -1);
} else {
monsterSprite.x = 0;
monsterSprite.y = 0;
}
// After 1s of vibrating (60 ticks), explode
if (self.timeSinceSpawn >= 8) {
self.state = "exploded";
// Remove 5 seconds from timer
addTime(-5);
// Animate explosion (flash, fade out)
tween(monsterSprite, {
alpha: 0
}, {
duration: 250,
onFinish: function onFinish() {
self.destroy();
}
});
// Remove from monsters array
for (var i = 0; i < monsters.length; ++i) {
if (monsters[i] === self) {
monsters.splice(i, 1);
break;
}
}
return;
}
} else {
// Reset shake if not vibrating
monsterSprite.x = 0;
monsterSprite.y = 0;
}
// Move
self.x += Math.cos(self.direction) * self.speed;
self.y += Math.sin(self.direction) * self.speed;
// Bounce off walls
// Left
if (self.x - monsterSprite.width / 2 < 0) {
self.x = monsterSprite.width / 2;
self.direction = Math.PI - self.direction;
}
// Right
if (self.x + monsterSprite.width / 2 > 2048) {
self.x = 2048 - monsterSprite.width / 2;
self.direction = Math.PI - self.direction;
}
// Top
if (self.y - monsterSprite.height / 2 < 100) {
// leave top 100px for menu
self.y = 100 + monsterSprite.height / 2;
self.direction = -self.direction;
}
// Bottom
if (self.y + monsterSprite.height / 2 > 2732) {
self.y = 2732 - monsterSprite.height / 2;
self.direction = -self.direction;
}
};
// Handle tap
self.down = function (x, y, obj) {
if (!self.alive) return;
self.alive = false;
// Cancel explosion/vibration/red state
self.state = "shot";
if (monsterSprite) {
monsterSprite.x = 0;
monsterSprite.y = 0;
self.vibrateTick = 0;
}
// Show hit effect
var hitColor = 0xff4444;
if (self.type === "fast") hitColor = 0x3e8ecf;else if (self.type === "slow") hitColor = 0xcfb53e;else if (self.type === "giant") hitColor = 0x8e44ad;else if (self.type === "tiny") hitColor = 0xffffff;else if (self.type === "shadow") hitColor = 0x222222;else if (self.type === "jumbo") hitColor = 0xff8800;
var hit = LK.getAsset('monsterHit', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 1,
scaleY: 1,
alpha: 1,
tint: hitColor
});
self.addChild(hit);
// Animate hit effect
tween(hit, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
hit.destroy();
}
});
// Animate monster fade out
tween(monsterSprite, {
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
}
});
// Add time and score
if (self.type === "fast") {
addTime(3); // fast: +3s
} else if (self.type === "slow") {
addTime(1); // slow: +1s
} else if (self.type === "giant") {
addTime(5); // giant: +5s
} else if (self.type === "tiny") {
addTime(0.5); // tiny: +0.5s
} else if (self.type === "shadow") {
addTime(0.2); // shadow: +0.2s
} else if (self.type === "jumbo") {
addTime(8); // jumbo: +8s
} else {
addTime(2); // normal: +2s
}
setScore(getScore() + 1);
updateScoreText();
// Remove from monsters array
for (var i = 0; i < monsters.length; ++i) {
if (monsters[i] === self) {
monsters.splice(i, 1);
break;
}
}
};
return self;
});
// Tap effect class
var TapEffect = Container.expand(function () {
var self = Container.call(this);
var tap = self.attachAsset('tapEffect', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1,
scaleY: 1,
alpha: 0.7
});
// Animate
tween(tap, {
scaleX: 2,
scaleY: 2,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2a
});
/****
* Game Code
****/
// Global variables
// Monster: green ellipse, 160x160
// Monster hit effect: red ellipse, 160x160
// Tap effect: yellow ellipse, 100x100
var monsters = [];
var monsterSpawnInterval = 120; // ticks between spawns (2s)
var monsterSpawnIntervalTarget = 120; // target interval for smooth transitions
var monsterSpawnIntervalChangeTimer = 0; // ticks until next interval change
var monsterMax = 6; // max monsters on screen
var timerMax = 20; // seconds to start
var timer = timerMax; // current timer (seconds)
var timerInterval = null;
var timerBar = null;
var timerBarBg = null;
var timerText = null;
var score = 0;
var scoreText = null;
var lastTick = 0;
// Stage system
var stage = 0; // 0: Very Easy, 1: Easy, 2: Medium, 3: Hard, 4: Very Hard
var stageNames = ["Very Easy", "Easy", "Medium", "Hard", "Very Hard"];
var stageText = null;
var stageBarBg = null;
var stageBar = null;
var stageTime = 0; // seconds since game start
var stageDuration = 20; // seconds per stage
// Helper: get/set score
function getScore() {
return score;
}
function setScore(val) {
score = val;
}
function updateScoreText() {
scoreText.setText(score + "");
}
// Helper: add time
function addTime(sec) {
timer += sec;
if (timer > 99) timer = 99;
updateTimerText();
}
// Helper: update timer text
function updateTimerText() {
timerText.setText(timer > 0 ? Math.ceil(timer) + "" : "0");
}
// Helper: update timer bar
function updateTimerBar() {
var pct = Math.max(0, Math.min(1, timer / timerMax));
timerBar.width = 800 * pct;
if (pct > 0.5) timerBar.tint = 0x3ecf4c;else if (pct > 0.2) timerBar.tint = 0xffe066;else timerBar.tint = 0xff4444;
}
// Spawn a monster at random position
function spawnMonster() {
if (monsters.length >= monsterMax) return;
var m = new Monster();
// Avoid top 100px (menu)
var margin = 100 + 80;
m.x = margin + Math.random() * (2048 - margin * 2);
m.y = margin + Math.random() * (2732 - margin * 2);
m.setRandomMovement();
m.updateTypeVisual && m.updateTypeVisual();
// Store base speed and apply stage multiplier
m.speedBase = m.speed;
var speedMultiplier = Math.pow(1.2, stage);
m.speed = m.speedBase * speedMultiplier;
// Reset monster state for explosion logic
m.timeSinceSpawn = 0;
m.state = "normal";
m.vibrateTick = 0;
if (m.children && m.children[0]) {
m.children[0].tint = m.type === "fast" ? 0x3e8ecf : m.type === "slow" ? 0xcfb53e : m.type === "giant" ? 0x8e44ad : m.type === "tiny" ? 0xffffff : m.type === "shadow" ? 0x222222 : m.type === "jumbo" ? 0xff8800 : 0x3ecf4c;
m.children[0].alpha = 1;
m.children[0].x = 0;
m.children[0].y = 0;
}
monsters.push(m);
game.addChild(m);
}
// GUI: Score
scoreText = new Text2("0", {
size: 120,
fill: "#fff"
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// GUI: Timer bar background
timerBarBg = LK.getAsset('timerBarBg', {
anchorX: 0,
anchorY: 0.5,
x: 624,
y: 100,
width: 800,
height: 40
});
timerBarBg.alpha = 0.5;
game.addChild(timerBarBg);
// GUI: Timer bar
timerBar = LK.getAsset('timerBar', {
anchorX: 0,
anchorY: 0.5,
x: 624,
y: 100,
width: 800,
height: 40
});
game.addChild(timerBar);
// GUI: Timer text
timerText = new Text2(timerMax + "", {
size: 90,
fill: "#fff"
});
timerText.anchor.set(0.5, 0.5);
timerText.x = 2048 / 2;
timerText.y = 100 + 20;
game.addChild(timerText);
// Position score at top center, below 100px
scoreText.x = 2048 / 2;
scoreText.y = 10 + 100;
// GUI: Stage label and progress bar (right top, under timer bar)
stageText = new Text2(stageNames[stage], {
size: 70,
fill: "#fff"
});
stageText.anchor.set(1, 0); // right align
stageText.x = 2048 - 40;
stageText.y = 160;
game.addChild(stageText);
// Spawn initial monsters
for (var i = 0; i < 3; ++i) {
spawnMonster();
}
// Timer tick
function timerTick() {
// Timer speed multiplier: 1.0 at stage 0, 1.2 at stage 1, 1.44 at stage 2, etc.
var timerSpeedMultiplier = Math.pow(1.2, stage);
timer -= 0.1 * timerSpeedMultiplier;
if (timer < 0) timer = 0;
updateTimerText();
updateTimerBar();
if (timer <= 0) {
// Game over
LK.showGameOver();
}
// --- Stage progression logic ---
stageTime += 0.1;
var newStage = Math.floor(stageTime / stageDuration);
if (newStage > 4) newStage = 4;
if (newStage !== stage) {
stage = newStage;
stageText.setText(stageNames[stage]);
// Optionally: make game harder here (e.g. increase monsterMax, spawn rate, etc)
// Example: increase monsterMax by 1 per stage
monsterMax = 6 + stage;
// Increase monster speed for all alive monsters
var speedMultiplier = Math.pow(1.2, stage);
for (var i = 0; i < monsters.length; ++i) {
if (monsters[i].alive) {
monsters[i].speed = monsters[i].speedBase * speedMultiplier;
}
}
}
}
// Start timer interval
timerInterval = LK.setInterval(timerTick, 100);
// Game update
game.update = function () {
// Randomly change spawn interval every 3-6 seconds
if (monsterSpawnIntervalChangeTimer <= 0) {
// Pick a new target interval between 40 and 180 ticks (0.67s to 3s)
monsterSpawnIntervalTarget = 40 + Math.floor(Math.random() * 140);
// Next change in 180-360 ticks (3-6s)
monsterSpawnIntervalChangeTimer = 180 + Math.floor(Math.random() * 180);
}
monsterSpawnIntervalChangeTimer--;
// Smoothly approach target interval for a less abrupt change
if (monsterSpawnInterval !== monsterSpawnIntervalTarget) {
if (monsterSpawnInterval < monsterSpawnIntervalTarget) monsterSpawnInterval++;else monsterSpawnInterval--;
}
// Spawn monsters
if (LK.ticks - lastTick >= monsterSpawnInterval) {
spawnMonster();
lastTick = LK.ticks;
}
// Move monsters
for (var i = 0; i < monsters.length; ++i) {
monsters[i].update();
}
// Update timer bar
updateTimerBar();
};
// Handle tap on monsters or empty space
game.down = function (x, y, obj) {
// Check if tap hits a monster (from topmost to bottom)
var tapped = false;
for (var i = monsters.length - 1; i >= 0; --i) {
var m = monsters[i];
// Only alive monsters
if (!m.alive) continue;
// Convert tap to monster local coords
var local = m.toLocal(game.toGlobal({
x: x,
y: y
}));
// Check if inside monster ellipse
var rx = m.children[0].width / 2;
var ry = m.children[0].height / 2;
if (local.x * local.x / (rx * rx) + local.y * local.y / (ry * ry) <= 1) {
m.down(x, y, obj);
tapped = true;
break;
}
}
// Tap effect
var tapFx = new TapEffect();
tapFx.x = x;
tapFx.y = y;
game.addChild(tapFx);
};
// Clean up on game over
game.on('destroy', function () {
LK.clearInterval(timerInterval);
monsters = [];
score = 0;
timer = timerMax;
updateScoreText();
updateTimerText();
updateTimerBar();
// Reset stage system
stage = 0;
stageTime = 0;
stageText.setText(stageNames[stage]);
monsterMax = 6;
}); ===================================================================
--- original.js
+++ change.js
@@ -12,42 +12,37 @@
// Monster type: "normal", "fast", "slow", "giant", "tiny", "shadow", "jumbo"
self.type = "normal";
// Attach monster asset (default, will be replaced in setType)
var monsterSprite = null;
- // Monster type/asset mapping
- var monsterTypes = [{
- type: "normal",
- asset: "monster_normal"
- }, {
- type: "fast",
- asset: "monster_fast"
- }, {
- type: "slow",
- asset: "monster_slow"
- }, {
- type: "giant",
- asset: "monster_giant"
- }, {
- type: "tiny",
- asset: "monster_tiny"
- }, {
- type: "shadow",
- asset: "monster_shadow"
- }, {
- type: "jumbo",
- asset: "monster_jumbo"
- }];
+ // Monster type/asset mapping as a single object for easier management
+ var monsterTypeAssets = {
+ normal: {
+ asset: "monster_normal"
+ },
+ fast: {
+ asset: "monster_fast"
+ },
+ slow: {
+ asset: "monster_slow"
+ },
+ giant: {
+ asset: "monster_giant"
+ },
+ tiny: {
+ asset: "monster_tiny"
+ },
+ shadow: {
+ asset: "monster_shadow"
+ },
+ jumbo: {
+ asset: "monster_jumbo"
+ }
+ };
function attachMonsterSprite(type) {
if (monsterSprite) {
monsterSprite.destroy();
}
- var assetId = "monster_normal";
- for (var i = 0; i < monsterTypes.length; ++i) {
- if (monsterTypes[i].type === type) {
- assetId = monsterTypes[i].asset;
- break;
- }
- }
+ var assetId = monsterTypeAssets[type] ? monsterTypeAssets[type].asset : "monster_normal";
monsterSprite = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
round shaped monster. his mouth is open and his tongue is out . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make it angry and blue
make it cocky and white
make it purple and suspicious
make it dark green and idiot
make it black and idioter
make it happy and cyan
skeletons, skull, death city, war, crime, illegal . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat